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A jam submission

Boss Battle Arena (game jam)View game page

Survivors-like
Submitted by PixelDrip — 1 day, 11 hours before the deadline
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Boss Battle Arena (game jam)'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#123.4293.429
Overall#133.4293.429
Visuals(Graphics)#133.4293.429
User Interface (UI/UX)#192.5712.571
Sound/Audio#202.7142.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://pixeldrip.itch.io/boss-battle-arena/devlog/1064361/youre-the-boss-not-the-hero

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Comments

Submitted(+1)

Cute, fun game. I jumped around slowly, I forgot to use space. Like the game loop because of increasing difficulty level. When I exited fullscreen on the web, and continued afterwards, the game went amok from the start of wave 3, so I couldn't play further. 

Submitted(+1)

Great pixel art work, I really liked it!
I found the game fun, although it didn't take long to get buggy. However, I managed to play it long enough to enjoy it.
I would suggest adding non-autoexecuting powers, that have a cooldown and can be used whenever you want. I think that would reinforce the idea that you're the boss (I'm not a big fan of this genre, so I don't know if this would somehow conflict with any of the other mechanics).
Another thing I tried was to get enemies stuck on rocks and other obstacles on the map, but it turned out they were just part of the background. Maybe that could be explored as well.
I didn't understand the "combine" mechanic, I don't know if it just doesn't work or I just don't know how to use it, haha.
The font and layout of the text are a bit confusing, I think that could be improved.
I really liked the sounds and music!
Good job, and I hope the feedback helps! Good luck!

Submitted(+1)

Game froze after completing wave 2, I'm not sure what caused this, only thing I did in between waves was purchasing a new weapon. Worked fine after restarting. Only thing i'd like is less information at beginning. Seems a bit too overwhelming at first.

Submitted(+1)

Great assortment of characters and weapons but I expected more variety in how different weapons operate.

Developer(+1)

Thanks. The  reality is only two types of weapons here melee and ranged.  I need to do more with how the operate.

Submitted (1 edit)

Yeah it would really add a lot of the depth to the game if each weapon behaved in a different way, or at least if there was more than 2 weapon behavior mechanism.

Submitted(+1)

Hey nice Brotato / Survivor retake.

Bug Report:

  • Restart: it seems to me that you didn't reset all the Player Data (exemple Weapon Slots or Number)
  • Reroll Button: Only usable once in the entire Run, should be Once per Wave or with a Gold Cost ?

Game Design:

  • No Incentive to get the Coins on the floor because you take it all at the end of a wave, you loose a part of what Vampire Survivor made here, in a game where you don't have to target, if you don't have to chase the gold then you just flee, not so fun...
  • In the Thematic you are goin for, don't you want to have more meaning-full combat from the beginning ? Heroes should be strong and heroic, no ?

Art / UI / UX:

  • I like the kind Pixel Art you've done, but the movement feels weird/floaty because the shadow is so far from the foots (with the Slime and Mino at least)
  • the Font you're using, if some like it, for me it's a torture to read, I really have to focus and it's hard. If you want to stick to the Pixel Font then you need an Option to disable it. (In Godot you can Swap Theme in your root Control Node to apply the change to all of your node)
  • I liked the Art Evolution on the Weapons !

Good Job !

Developer

Hey, thanks for the thoughtful feedback! The 2 bugs you have reported I am happy to say have since been squashed. I just can't upload them until the jam is over.  I am interested in making the combat more meaniful, I am not sure how to do that yet. I have been struggling on what to do with the economy and the coins at the end of the wave. I want the player to be able to buy what they want for testing purposes. But I also want there to be some struggle with it. That is why I have introduced rerolls for scaling gold with a 2 reroll per wave cap. Thanks for the issues with the slime and minotaur. You are not the only one saying the font is hard to read that is an issue I will deal with.  The art evolution of the weapons is one of the things that took the longest and I  am most proud of.

Developer

Thank you for playing! Luck effects the tier of loot options in the store and the upgrades you get for stats.  All the ranged weapons are relatively the same except stats differences. Which are minimal right now. I recently fixed the game rest bug. Though I can not update during voting.  I recently updated the economy to make more sense.  I had it set very high for testing purposes.  I have thought of adding a cost to the reroll. That is a good idea, thanks.  No added benefit to picking up the money except to clear it up. Maybe I should add something there. I have had the hardest time trying to implement tool tips. I have tried and failed at it at least 6 times, but I will not let it beat me! I agree about the credits. They are hard to read. I will have to change that. Thank you!

Submitted

This was fun. I like the variety of character options to choose from, and getting to pick your starting weapon. It would be nice to have a bit of detail on what each stat does, such as what does luck affect? Is there any benefit to one element over the others for the weapons?

I played through once and filled all 6 weapon slots. I then started a new game while typing this and was unable to purchase any weapons from the shop.

The amount of money you get feels overly high for the cost of the items available. This was even more obvious when restarting and keeping the money from my previous play. The first time I bought the one that looked best, then rerolled. After that reroll was no longer an option. It would be nice if there was a warning that it was a one time thing. Perhaps change it so that it costs money to reroll, but is always available, though perhaps limited to once per wave, or increased cost each use. On the topic of money, is there any benefit to collecting money by walking over it, compared to waiting for it to be auto-collected at wave end?

On the  shop screen it would also be nice to see details about the items in your inventory, especially what you get by combining items.

The credits text is a bit hard to read.

Overall, good job.